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{{related class|EWAR (CORE class)}} | {{related class|EWAR (CORE class)}} | ||
'''Electronic Countermeasures''', also known as '''ECM''' or "jamming", gives a chance to cause the targeted ship to lose all targets it has locked ( | '''Electronic Countermeasures''', also known as '''ECM''' or "jamming", gives a chance to cause the targeted ship to lose all targets it has locked (except for the jammer), and loses the ability to target anything that is not currently jamming it for 20 seconds (5 seconds for ECM drones). During combat, this means the affected ship cannot shoot or use any targeted modules on any of your fleet mates. Your target will still be able to use modules that don't require a target such as [[smartbombs]] or other area effect weapons. | ||
== ECM Mechanics == | == ECM Mechanics == | ||
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The ECM modules have two separate range attributes: Optimal and falloff. As long as you are within your optimal range your ECM modules will work with full efficiency but once you go to your falloff the ECM module will start to lose its effectiveness. | The ECM modules have two separate range attributes: Optimal and falloff. As long as you are within your optimal range your ECM modules will work with full efficiency but once you go to your falloff the ECM module will start to lose its effectiveness. | ||
The ECM module follows same formula for range as all other modules that have a falloff mechanic: | The ECM module follows the same formula for range as all other modules that have a falloff mechanic: | ||
:<math> \displaystyle \text{Jam strength} = \text{Base} \times 0.5^{ | :<math> \displaystyle \text{Jam strength} = \text{Base} \times 0.5^{ \left( \frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2 } </math> | ||
Going slightly beyond your optimal is not a problem but the effectiveness of ECM will degrade more rapidly as you go further away as seen in the table below. | Going slightly beyond your optimal is not a problem but the effectiveness of ECM will degrade more rapidly as you go further away as seen in the table below. | ||
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Here is an example: | Here is an example: | ||
let's assume your ECM module has a 50 km range and | let's assume your ECM module has a 50 km range and a 40km falloff. When your target is within optimal range you have a 20% chance to jam them per cycle of your modules. | ||
* If your target is 50 km away you will have the full 20% chance to jam | |||
* At 60 km (50 km + 10 km) you will now have | <math> \displaystyle \text{Jam strength} = \text{20}\% \times 0.5^{ \left( \frac{\max(0,\ \text{Distance} - \text{50km})}{\text{40km}} \right)^2 } </math> | ||
* If your target is 50 km away you will have the full 20% chance to jam | |||
* At 60 km (50 km + 10 km) you will now have 19,15% chance to jam (95,76% of 20%) | |||
* At 70 km (50 km + 20 km) you will now have 16,82% chance to jam (84,1% of 20%) | |||
* At is 90 km away (50 km + 40 km) you will now have 10% chance to jam (50% of 20%) | * At is 90 km away (50 km + 40 km) you will now have 10% chance to jam (50% of 20%) | ||
* At 130 km away (50 km + 40 km + 40 km) you now have a 1,25% chance to jam (6,25% of 20%) | * At 130 km away (50 km + 40 km + 40 km) you now have a 1,25% chance to jam (6,25% of 20%) | ||
== Using your ECM Modules == | == Using your ECM Modules == | ||
The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against. Remember that each race's | The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against. Remember that each race's ships all have the same colour background in the portrait image you see when you have them targeted. | ||
* Amarr - Radar (yellow-coloured jammers) | * Amarr - Radar (yellow-coloured jammers) | ||
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The two gravimetric jammers are less useful against Augorors but you still decide to put them on the same Augoror. With two radar and two gravimetric jammers on the Augoror the jam chance is | The two gravimetric jammers are less useful against Augorors but you still decide to put them on the same Augoror. With two radar and two gravimetric jammers on the Augoror the jam chance is | ||
::1 - ( 1 - 8,39/54,2 )^2 * ( 1 - 2,80/54,2 )^2 = 0.357 = 36% | ::1 - ( 1 - 8,39/54,2 )^2 * ( 1 - 2,80/54,2 )^2 = 0.357 = 36% | ||
The gravimetric jammers are not helping much against Augorors. If there are any ships with vulnerable sensors (Caldari ships in this case) on field then it may be better to jam them even if they weren't as important jamming targets. | |||
On the other hand if you had had a crystal ball with you when you fit your ship you could have fitted full rack of four radar jammers. In that case the probability to | On the other hand, if you had had a crystal ball with you when you fit your ship you could have fitted a full rack of four radar jammers. In that case, the probability to successfully jam one enemy Augoror would have been | ||
::1 - ( 1 - 8,39/54,2 )^4 = 0,489... = 49% | ::1 - ( 1 - 8,39/54,2 )^4 = 0,489... = 49% | ||
So far the examples have been about focusing all jams | So far the examples have been about focusing all jams on a single target. But the voice of your EWAR FC echoes in your mind ''"Spread the jams"''. | ||
If all jams are on one target you may successfully jam the target with one jam and be happy, or you may successfully jam the same target with two jammers and wonder if things could be better. If you spread the jams to one jam per target the probability to jam ''at least'' one target does not change '''but''' there is the chance to jam multiple targets. | If all jams are on one target you may successfully jam the target with one jam and be happy, or you may successfully jam the same target with two jammers and wonder if things could be better. If you spread the jams to one jam per target the probability to jam ''at least'' one target does not change '''but''' there is the chance to jam multiple targets. | ||
Spreading four radar jammers to four different Augorors gives you still the same 49% chance to jam at least one of them But you will also have the chance to jam two, three or four | Spreading four radar jammers to four different Augorors gives you still the same 49% chance to jam at least one of them But you will also have the chance to jam two, three or four targets. The jamming probabilities, in this case, follow [[:Wikipedia:binomial distribution|binomial distribution]]. | ||
{| class="wikitable" | {| class="wikitable" | ||
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== Skills to improve ECM == | == Skills to improve ECM == | ||
As with everything in EVE | As with everything in EVE multiple skills will greatly increase your effectiveness when using ECM. | ||
* {{sk|Electronic Warfare}} - Reduces capacitor usage on ECM modules by 5% per level. Requirement for using ECM. | * {{sk|Electronic Warfare}} - Reduces capacitor usage on ECM modules by 5% per level. Requirement for using ECM. | ||
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|- | |- | ||
|[[File:Icon ecm jammer burst projector.png|link=]] | |[[File:Icon ecm jammer burst projector.png|link=]] | ||
|'''ECM Jammer Burst Projector''' - [[Supercarriers]] can use an ECM Jammer Burst Projector to apply a 5 strength jam to all ships within a 10km radius bubble projected at a location chosen by the super pilot after a 10 second spoolup. Jams from this projector will last for 40 seconds, rather than the 20 seconds of normal jams. Ships jammed by the burst projector will not be able to target the supercarrier that generated the burst. A weapons timer is applied to the supercarrier for the duration of the Burst Projector's 300 second activation time (reducible with levels in {{Sk|Burst Projector Operation|icon=yes}}). Consumes 250 Heavy Water upon use. | |'''ECM Jammer Burst Projector''' - [[Supercarriers]] can use an ECM Jammer Burst Projector to apply a 5 strength jam to all ships within a 10km radius bubble projected at a location chosen by the super pilot after a 10 second spoolup. Jams from this projector will last for 40 seconds, rather than the 20 seconds of normal jams. Ships jammed by the burst projector will not be able to target the supercarrier that generated the burst. A weapons timer is applied to the supercarrier for the duration of the Burst Projector's 300 second activation time (reducible with levels in {{Sk|Burst Projector Operation|icon=yes}}). Consumes 250 Heavy Water upon use. The [[Wyvern]] has a bonus to the duration of the ECM Jammer Burst Projector per level of {{Sk|Caldari Carrier|icon=yes}}. | ||
|- | |- | ||
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|} | |} | ||
If you know the type of fight you are heading | If you know the type of fight you are heading toward you can make a tactical decision and fit a full rack of specific racial jammers(or the fleet commander might make this decision before you head out). | ||
But if you do not know what kind of ships you are going to jam it is tough to choose between fitting several multispectral jammers or a variety of race specific jammers. | But if you do not know what kind of ships you are going to jam it is tough to choose between fitting several multispectral jammers or a variety of race specific jammers. | ||
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=== Ships === | === Ships === | ||
Since there are no stacking penalties for ECM large number of unbonused jammers will work well. But even though all types of ships can use ECM | Since there are no stacking penalties for ECM large number of unbonused jammers will work well. But even though all types of ships can use ECM certain ships have hull bonused aimed for ECM use. | ||
Tech 1 ships: | Tech 1 ships: | ||
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Faction ships: | Faction ships: | ||
* {{sh|Griffin Navy Issue}} | * {{sh|Griffin Navy Issue}} | ||
** | ** 10% bonus to ECM Drone jam duration per caldari frigate level | ||
** -85% penalty to | ** -85% penalty to Drone damage | ||
** -85% reduction | ** -85% reduction in Drone hit points and control range | ||
Advanced ships: | Advanced ships: | ||
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== Countering ECM == | == Countering ECM == | ||
Now you should understand exactly what ECM is and how it works within | Now you should understand exactly what ECM is and how it works within EVE. How is it countered? To make it harder for ECM modules to jam you you simply need to increase your sensor strength. You can do this in a variety of ways: | ||
* Get a bigger ship. Bigger, more powerful ships have naturally larger sensor strength: e.g a Merlin (frigate) has a sensor strength of 11 while a Raven (battleship) has a sensor strength of 22. | * Get a bigger ship. Bigger, more powerful ships have naturally larger sensor strength: e.g a Merlin (frigate) has a sensor strength of 11 while a Raven (battleship) has a sensor strength of 22. | ||
* Sensor Booster modules (mid slot) - These can be loaded with ECCM scripts to increase the strength against jamming. As active modules, they can also be overheated - and will normally overheat for quite some time. | * Sensor Booster modules (mid slot) - These can be loaded with ECCM scripts to increase the strength against jamming. As active modules, they can also be overheated - and will normally overheat for quite some time. | ||
* Signal Amplifiers (low slot) - These modules are similar to Sensor Booster modules but use low slots and give smaller bonuses. | * Signal Amplifiers (low slot) - These modules are similar to Sensor Booster modules but use low slots and give smaller bonuses. | ||
* Remote Sensor Boosters - These allow you to remotely project ECCM script support | * Remote Sensor Boosters - These allow you to remotely project ECCM script support onto your friend's ship. | ||
* Gravimetric / Magnetometric / Radar / Ladar Sensor Compensation skills - Increase sensor strength by 4% per level of their respective sensor types. | * Gravimetric / Magnetometric / Radar / Ladar Sensor Compensation skills - Increase sensor strength by 4% per level of their respective sensor types. | ||
Often, however, the most effective way to counter ECM is to destroy the ECM ship(s) or hurt them enough that they're forced to warp out. The Griffin, Blackbird, Kitsune and Falcon tend to be only barely tanked if they're tanked at all, while the Rook and the Scorpion can mount tanks, but usually still have unimpressive defenses for ships of their respective sizes. ECM pilots tend consequently to be fairly jittery, so even if you can't actually kill them, if you can demonstrate the ability to hurt them they often run away. | Often, however, the most effective way to counter ECM is to destroy the ECM ship(s) or hurt them enough that they're forced to warp out. The Griffin, Blackbird, Kitsune, and Falcon tend to be only barely tanked if they're tanked at all, while the Rook and the Scorpion can mount tanks, but usually still have unimpressive defenses for ships of their respective sizes. ECM pilots tend consequently to be fairly jittery, so even if you can't actually kill them, if you can demonstrate the ability to hurt them they often run away. | ||
A long-ranged, high-alpha weapons such as | A long-ranged, high-alpha weapons such as artillery can deal an intimidating amount of damage in one volley, which is good for this. In battles that are being fought at long range anyway, damage-dealers fitted with long-range missiles are often tasked with this kind of 'anti-support' fire because by the time their missiles travel to the primary target it would be dead anyway, and volleys of heavy or cruise missiles can also persuade ECM ships to run away. | ||
Drones can also be an effective option. ECM ships often have trouble defending themselves against drones: drones keep fighting even if their parent ship is jammed and, although a single drone is easily jammed, the coordination and time required to lock onto and jam a full flight -- assuming the ECM pilot even has five jammers -- are considerable. Griffins and Kitsunes mount small weapons which can hurt drones, but usually can't tank the drones for long enough; a Blackbird fitted with Rapid Light Missile Launchers and a large plate or shield extender might be able to destroy drones, but the pilot would still be distracted. | Drones can also be an effective option. ECM ships often have trouble defending themselves against drones: drones keep fighting even if their parent ship is jammed and, although a single drone is easily jammed, the coordination and time required to lock onto and jam a full flight -- assuming the ECM pilot even has five jammers -- are considerable. Griffins and Kitsunes mount small weapons which can hurt drones, but usually can't tank the drones for long enough; a Blackbird fitted with Rapid Light Missile Launchers and a large plate or shield extender might be able to destroy drones, but the pilot would still be distracted. | ||
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* help your fleetmates escape tackle if retreating | * help your fleetmates escape tackle if retreating | ||
On most ECM ships ECM's long optimal range is one of the things that | On most ECM ships ECM's long optimal range is one of the things that keep you out of trouble, so you should try to warp to targets at your optimal range, ''not'' at zero. (Sometimes you will have to fight at short range -- if the enemy jump into an offensive [[gatecamp]], for example.) | ||
Your best way of staying alive is to warp out | Your best way of staying alive is to warp out and to be able to warp out quick enough if something starts attacking you you should be pre-aligned. When you arrive on-grid where a fight's happening, or when a fight starts where you are, you should quickly select a convenient celestial object (planets are good), or a bookmark, and align to it. | ||
Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in (warp at your optimal range to one of your fleetmates who was in the middle of things) and carry on jamming. Be careful when choosing an object to align to, however. If the enemy is between you and the celestial you are aligned to, your course will take you | Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in (warp at your optimal range to one of your fleetmates who was in the middle of things) and carry on jamming. Be careful when choosing an object to align to, however. If the enemy is between you and the celestial you are aligned to, your course will take you toward the fight, and your range advantage will be negated. If you align to an object in the opposite direction of the enemy, you risk straying out of your optimal range, and decreasing the likelihood of successfully jamming your opponent. Whenever possible, pick a celestial which, when aligned to, will put you on a course perpendicular to that of your foe, assuming you're near your optimal range, and the enemy isn't burning directly toward you. This will ensure that you don't rapidly get out of range, or wander into the midst of the battle. | ||
If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet. If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship. If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him. If you think you can jam out the tackle tell your fleetmate to align out (he should be already) and spam their warp-to button as you jam the tackle. Call out any successful jams so your fleetmate can see if they're free to warp off. | If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet. If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship. If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him. If you think you can jam out the tackle tell your fleetmate to align out (he should be already) and spam their warp-to button as you jam the tackle. Call out any successful jams so your fleetmate can see if they're free to warp off. | ||
With more experience you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself. | With more experience, you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself. | ||
If you have some time (you are not about to die) you can gain a large advantage if you do not | If you have some time (you are not about to die) you can gain a large advantage if you do not activate all of your ECM modules on a target. | ||
Let's assume | Let's assume two targets are attacking you and your friends. Immediately you target both of them and decide you will turn on two multispectral jammers for each (four in total). One of the targets gets lucky and avoids both of the jams and the other target gets jammed from your first ECM module. The lucky enemy (that didn't get jammed) then happily targets you and blows you up! Ouch. | ||
Now that is an unpleasant scenario we might have avoided. | Now that is an unpleasant scenario we might have avoided. | ||
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Target 2 is unlucky and we jam them. | Target 2 is unlucky and we jam them. | ||
At this point we have 2 more modules to work with. | At this point, we have 2 more modules to work with. | ||
We attempt to jam target number 1 with another module and he is AGAIN lucky (just like in the first example) | We attempt to jam target number 1 with another module and he is AGAIN lucky (just like in the first example) | ||
We finally turn a third module onto target 1 and this time we jam him and live to fight another day! | We finally turn a third module onto target 1 and this time we jam him and live to fight another day! | ||
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== ECM targets == | == ECM targets == | ||
Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an EWAR target caller, | Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an EWAR target caller, so you should obviously follow their orders. However, most FCs, most of the time, will not issue specific orders for their ECM ships, leaving the decision to you. | ||
Often, particularly when you're in a large fleet, the primary target called by the FC for the damage-dealers is not the best ship to jam, since hopefully it will die soon anyway. Instead you should quickly look at what the enemy have and find some good targets for ECM. | Often, particularly when you're in a large fleet, the primary target called by the FC for the damage-dealers is not the best ship to jam, since hopefully, it will die soon anyway. Instead, you should quickly look at what the enemy have and find some good targets for ECM. | ||
If there are other ECM pilots in your fleet it can be useful to coordinate with them so that you don't waste time jamming the same target several times over. In a small fleet you might report your jams textually in the fleet chat channel, or even over Mumble on ECM subchannel. In a large fleet you could try setting up a separate EWAR chat channel for EWAR pilots. | If there are other ECM pilots in your fleet it can be useful to coordinate with them so that you don't waste time jamming the same target several times over. In a small fleet you might report your jams textually in the fleet chat channel, or even over Mumble on ECM subchannel. In a large fleet you could try setting up a separate EWAR chat channel for EWAR pilots. | ||
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=== Enemy EWAR === | === Enemy EWAR === | ||
If the enemy have their own EWAR ships it can be useful to jam them. This goes especially for enemy ECM ships. Equally, of course, electronic warfare ships and especially ECM ships have high sensor strengths for their hull size. | If the enemy have their own EWAR ships it can be useful to jam them. This goes especially for enemy ECM ships. Equally, of course, electronic warfare ships, and especially ECM ships have high sensor strengths for their hull size. | ||
=== Damage dealers === | === Damage dealers === | ||
If you don't see any stand-out targets, like logistics ships, jamming enemy damage-dealers is probably a safe decision. This usually means [[battleships]] and [[battlecruisers]] but the enemy might field a fast-moving gang of smaller ships. The T2 cruiser-sized [[Cruiser#Heavy Assault Cruisers|heavy assault cruisers]] and frigate-sized [[assault frigate]]s are noteworthy smaller damage-dealers, and they don't have very high sensor strengths. | If you don't see any stand-out targets, like logistics ships, jamming enemy damage-dealers is probably a safe decision. This usually means [[battleships]] and [[battlecruisers]] but the enemy might field a fast-moving gang of smaller ships. The T2 cruiser-sized [[Cruiser#Heavy Assault Cruisers|heavy assault cruisers]] and frigate-sized [[assault frigate]]s are noteworthy smaller damage-dealers, and they don't have very high sensor strengths. | ||
If you're flying a Blackbird, Scorpion or Kitsune you will have a long enough range that you will be one of the few ships in the fleet that might be able to counter enemy snipers. With good ECM range skills, the Blackbird and Kitsune should have a decent chance to jam sniper HACs, and the Scorpion should have a decent chance to jam sniper battleships. (This is where a Targeting Range script can come in useful if you fitted a Sensor Booster.) Keep in mind that your jammed target can still shoot back at you if you're in range, and that damps or tracking/guidance disruptors may be more appealing, depending on the situation. | If you're flying a Blackbird, Scorpion or Kitsune you will have a long enough range that you will be one of the few ships in the fleet that might be able to counter enemy snipers. With good ECM range skills, the Blackbird and Kitsune should have a decent chance to jam sniper HACs, and the Scorpion should have a decent chance to jam sniper battleships. (This is where a Targeting Range script can come in useful if you fitted a Sensor Booster.) Keep in mind that your jammed target can still shoot back at you if you're in range, and that [[Electronic_warfare#Remote sensor dampening|remote sensor dampeners]] ("damps") or [[Electronic_warfare#Tracking disruptors|tracking/guidance disruptors]] may be more appealing, depending on the situation. | ||
=== Triglavian Ships === | === Triglavian Ships === | ||
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== History == | == History == | ||
Since October 2018, a jammed target can attack the ship that is jamming it, see [https://forums.eveonline.com/t/ecm-balance-pass-november/115696 forum post], [https://www.eveonline.com/news/view/patch-notes-for-october-2018-release patch notes], and [https://www.eveonline.com/news/view/october-balance-pass dev blog]. This was a notable change in mechanics as | Since October 2018, a jammed target can attack the ship that is jamming it, see [https://forums.eveonline.com/t/ecm-balance-pass-november/115696 forum post], [https://www.eveonline.com/news/view/patch-notes-for-october-2018-release patch notes], and [https://www.eveonline.com/news/view/october-balance-pass dev blog]. This was a notable change in mechanics as solo pilots flying an ECM ship cannot protect themselves by jamming an enemy. Before the changes, ECM was generally regarded as the most effective Electronic Warfare technique, because of its potency and the safety it provided to the user. | ||
== See also == | == See also == | ||